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Author Topic: [0.97a] Diable Avionics v2.8.4  (Read 12765 times)

presidentmattdamon

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[0.97a] Diable Avionics v2.8.4
« on: February 26, 2024, 08:30:10 PM »




download link removed -Alex
Requires LazyLib and MagicLib

Earliest save-compatible version: 2.70

Having problems running mods?  Visit the Mod Troubleshooting Guide!



   Claiming ownership over millions of people's possessions might seem like a bold claim, but that is one the Diable Avionics Corporation intends to enforce, with deadly means if necessary.

   GAMEPLAY

 The Diable Avionics Corporation plays similarly to Mid-tech: they use their superior mobility to choose their engagements and overwhelm isolated targets. The subtlety they add is that their ships are generally individually slightly inferior to Vanilla ones, but synergize very well with their wings of Wanzers: mech-like strike-crafts that pack a superior punch but susceptible to enemy fire. To help them carry their missions, most ships tend to saturate the enemy's PD with swarms of micro-missiles.

 A typical successful engagement against Diable Avionics' fleets generally requires a solid phalanx of anti-fighter weapons to break the initial Wanzer and missile waves and a decisive counter-strike while their carriers are still rebuilding their strike-craft support.


Features advanced transforming ships:

       
     

SCREENSHOTS
 

[close]


Customize your fleet using one of those alternative skin pack mods. Only activate one in the launcher along with the main mod, you can swap them as often as you want without any issue.

Resources to easily make your own custom skin: https://imgur.com/a/JIYc9nQ
I eagerly await to see what others may come up with for their custom paint jobs. I will gladly feature popular skin pack mods in this collection.



(Click to enlarge)


Spoiler


Versant Teaser:


Old Valiant showcase:
[close]


RECENT CHANGELOGS

2.8.4
backpedalled damage control

2.8.1

I wrote a script specifically to test the previous balance patch against any faction and found that Diable was stomping everyone. I removed the Advanced Avionics hullmod and reduced the micromissile count, and suddenly most fights were fair. This patch will attempt to rectify most of the issues that the previous balance patch had.

# Hullmods
## Advanced Avionics
Changed to be an SO-like hullmod. Grants the same +30% damage and +30% increased weapon flux cost, and also forces the zero flux boost if the ship generated less than 5% of its flux capacity over the last second.

# Weapons
## Artdeux Twin Cannon
Now has the USE_LESS_VS_SHIELDS tag for the AI.

## Banish Torpedoes
Flux cost restored to 500 flux.
Damage and EMP reduced to 2000 (from 3000).

## Micromissile Launcher (small)
Reduced ammo regen to 0.3/s (from 0.4/s). Still faster than before the first balanz patch.
Increased cooldown to 6 seconds (from 3 seconds).

## Micromissile Launcher (medium) (Storm and Daze)
Reduced ammo regen to 0.8/s (from 1/s). Still faster than before the first balanz patch.
Reduced ammo reload size to 8 (from 12).
Reduced burst count to 8 (from 12).

## Micromissile Launcher (Maelstrom)
Reduced ammo regen to 2/s (from 3.33/s). Still faster than before the first balanz patch.
Reduced burst count to 40.

## Micromissile Launcher (Pandemonium)
Increased ammo regen to 2/s (from 1.66/s).
Increased ammo reload size to 40 (from 20).
Increased burst count to 40 (from 20).

## Thrush LRM System
Damage decreased to 750 (from 1000).

# Wanzers
A lot of changes from the previous patch were walked back. In addition, the increased Wanzer survivability has increased a ton over the past two patches to Diable, in part because of AI changes introduced in 0.96a and the micromissile changes introduced in the previous balanz patch, so I felt it necessary to reduce that somewhat by reducing their weapon range as well.

## Raven
Hull reduced to 2000 (from 2500). This is a revert.
Glowtusk range set to 500 (from 600). This is a revert.
Grave LAC range set to 550 (from 650). This is a revert.

## Valiant
Cull range set to 400 (from 500). This is a revert.

## Warlust
DMR range reduced to 750 (from 900).

## Zephyr
Chest beam damage per second reduced to 1000 (from 1500). The duration of the system is unchanged.
Shield arc set to 120 to match Valiant.
Hull set to 1000 to match Valiant.

2.8.0
# Ships

## Coanda
Ship system should *hopefully* be used more aggressively.

## Draft
Hull set to 3000 (from 2250)
Module armor set to 600 (from 400)
Rugged Construction is now built-in. **(this change brought to you by Matt Damon)**

## Gulf
Now has Expanded Missile Racks built in.
DP set to 30 (from 35).

## Gust and Pocket Gust
Ship system now grants 33% damage resistance.
Ship system now allows quick transfers between fighters, and doesn't force you into a fighter upon activation.

## Hayle
Base speed set to 100 (from 90)
Acceleration set to 120 (from 75)
Turn speed set to 60 (from 50)
Turn acceleration set to 40 (from 30)
Now has an Omni shield (from a Front shield)
Shield efficiency set to 0.8 (from 1.0)

## Haze
Base speed set to 65 (from 60)

## Maelstrom
DP set to 40 (from 45)
Base speed set to 55 (from 45)

## Pandemonium
DP set to 65 (from 75)

## Rime
Base speed set to 75 (from 65)

## Sleet
Shield arc set to 180 (from 120)
Shield efficiency set to 0.8 (from 1.0)
System active time set to 3.8 seconds (from 1.3). The total time the system has an effect is now 4 seconds (from 1.5).
System charges set to 4 (from 3). Charge generation time is still 20 seconds.

## Storm
DP set to 23 (from 26)

## Vapor
Flux capacity set to 3000 (from 2400)
Shield arc set to 120 (from 90)

## Versant
Hull set to 2500 (from 1750)
Flux capacity set to 4000 (from 3500)
Speed set to 120 (from 110)
DP set to 10 (from 8)
Ship system time to transform set to 1.5 seconds (from 3).
Ship system cooldown set to 2 seconds (from 3).

Harvest (auto) range decreased to 700 (from 750). EMP damage set to 100 (from 0). Flux cost reduced to 90 (from 115). Will target fighters if autofiring.
Harvest (burst) damage set to 150. Flux cost reduced to 70 (from 100).
Harvest (semi-auto) range set to 900 (from 850). Flux per shot set to 330 (from 400).

## Virtuous
Snowblast shotgun set to 400 damage (from 250).
Glaux Mk2 set to match the medium Glaux in damage and firing speed. Reload speed set to 1.375s/shot (from 1s/shot).
Beast Cannon Cluster damage set to 325 (from 250), flux per shot set to 325 (from 250), cooldown set to 2 (from 2.5).
Roar Gatling Gun reload speed set to 10s/100 rounds (from 13s/100 rounds)
Grave LAC, Magicbox and Burchel head mounts received the same changes as their other variants.
Flicker Core system has a charging EMP burst
Citadel system has increased vent rate after system is down
Both systems have a new HUD bar.
Virtuous grenade launcher tweaked: explodes faster after being in enemy proximity.
Virtuous glaux now shares burst delay and damage with regular glaux, but with EMP damage.
Fixed virtuous recovery crash again

# Weapons

## Artassault Revolver Cannon (small)
Flux cost set to 60 (from 75)

## Artdeux Twin Cannon
20% increased chance for on-hit effect (applies 200% of projectile damage as frag, on top of existing damage)

## Banish Torpedo (twin) (small)
Damage (both energy and EMP) increased to 3000 (from 2000).

## Banish Torpedo Launcher (medium)
Damage (both energy and EMP) increased to 3000 (from 2000).
Flux cost removed (from 500).
Ammo increased to 9 (from 6).

## Burchel Beam Repeater
Deals 25% increased damage vs fighters and missiles (120 -> 150)
Ammo capacity set to 12 (from 6)
Ammo regen set to 0.75 per second (from 0.5 per second)

## Glaux Lance Repeater
ammo count set to 8 (from 6)
ammo regen set to 2.75 seconds per two shots (from 3.31 seconds per two shots)
flux efficiency set to 0.9 (from 1.1). this was done by reducing flux cost approximately.

## Grave LAC
Damage set to 70 (from 50)
Flux cost set to 63 (from 50)

## Hexafire Cannon (and Twin-Hexafire Cannon)
Damage decreased to 80 (from 100)
Flux cost decreased to 100 (from 110)
Projectile speed doubled
Flux level damage buff cap increased to 100% at 75% flux (from 50% at max flux)

## IBIS
projectile speed doubled
rate of fire doubled
turn rate set to 180 (from 90)

## Magicbox PD Missile
Range set to 1200 (from 1000)
Max ammo set to 12 (from 8)
Ammo regen increased to 0.5 per second (from 0.15 per second)
Ammo reload size set to 3 (from 1)
AI optimized to weight targets by damage, speed, time to arrive, and other magicboxes targeting the same target.

## Mostro Cannon Array
projectile speed set to 750 (from 650)

## Opfer GV Suppression Artillery
flux per shot set to 9 (from 10) (this is now 0.9 flux efficiency)

## Raptor Defense System
projectile speed doubled
rate of fire doubled
ammo max increased to 64 (from 48)
turn rate set to 180 (from 90)

## Recson S
Damage set to 250 (from 200)
Flux cost set to 275 (from 225)
Cooldown set to 1.8 seconds (from 2)

## SRAB Heavy Emitter
Projectile health set to 300 (from 200)
Tag changed to "Mid-range pressure"

## State Support Beam
OP cost set to 12 (from 11)
Deals HE damage instead of energy damage
Flux per second set to 320 (from 393)

## Thrush LRM System
Damage increased to 1000 (from 700).
Ammo regeneration rate increased to 0.13334 per second (from 0.06667 per second)
Projectile health increased to 300 (from 150).
Cooldown set to 9 (from 10).
Micro-missile payload increased to 12 (from 4).

## Thunderbolt MRM Rack (small)
projectile speed max set to 400 (from 300)
projectile health set to 250 (from 120)

## Thunderbolt MRM Pod (medium)
OP cost increased to 14 (from 10)
range increased to 2500 (from 2000)
ammo increased to 24 (from 16)
projectile speed max set to 400 (from 300)
projectile health set to 250 (from 120)

## Micromissile Launchers
All micromissile launchers range set to 2000 (from 1500)
All micromissile launchers damage set to 50 (from 100)
All micromissile launchers missile lifetime set to 18 (from 12)
All micromissile launchers projectile speed set to 200 (from 300)
All micromissile launchers projectile hitpoints increased to 50 (from 25)
All micromissile launchers flux costs set to 10 (from 50)

## Micro Missile Launcher (small)
max ammo increased to 15 (from 3)
ammo regeneration rate set to 0.4 per second (from 0.2 missiles per second)
burst size increased to 3 (from 1)

## Micro Missile Cluster (on the Storm, Daze, Pocket Gust and the station tier 1 and tier 2 fighter modules)
max ammo increased to 60 (from 30)
ammo regeneration rate set to 1 per second (from 0.5 missiles per second)
ammo reload size increased to 12 (from 6)
cooldown set to 5.8 (from 4)
burst size increased to 12 (from 6).

## Micro Missile Array (on the Maelstrom)
max ammo increased to 600 (from 400)
ammo regeneration rate set to 3.33 per second (from 1.5 missiles per second)
cooldown set to 5.9 (from 4)
burst size increased to 50 (from 20).

## Micro Missile Array M (on the Pandemonium and station modules)
max ammo increased to 300 (from 200)
ammo regeneration rate set to 1.66 per second (from 1.5 missiles per second)
cooldown decreased to 5.9 (from 4)
burst size increased to 25 (from 10).

# Wanzers

## Avalanche
OP set to 19 (from 14)
System is now active for 9 seconds (from 6). Energy RoF mult (snowblast shotgun) reduced to 150% (from 300%). Ballistic RoF mult added and set to 150%. Movespeed reduction removed (from 25%).
Shotgun set to 360 damage spread over 6 projectiles (from 450 spread over 8 projectiles). Spread (min and max) reduced by 66%.
Snub recson set to 250 damage (from 200).

## Blizzaia
OP set to 16 (from 18)
Refit time set to 20 (from 25)
Grave LAC damage set to 70 (from 50).
Cicada Grenade Launcher burst size set to 5 (from 4).

## Frost
Refit time set to 10 (from 12.5)
Covet handgun ammo set to 9 (from 6). reload size set to 9 (from 6)

## Hoar
Refit time set to 12 (from 15)
Hull set to 1000 (from 750)

## Raven
OP set to 24 (from 28)
Hull set to 2500 (from 2000)
Armor set to 300 (from 225)
Burchel PD (long delay) range set to 600 (from 400),  max ammo set to 9 (from 6). deals 25% increased damage to fighters and missiles
Glowtusk rifle range set to 600 (from 500)
Grave HMC range set to 650 (from 550)

## Strife
Minigun now has a proximity fuse and will target fighters if no target is close in range.
Refit time set to 13 (from 15)
Hull set to 1300 (from 900)
Armor set to 175 (from 125)

## Valiant
OP set to 18 (from 22)
Refit time set to 16 (from 18)
ILIS PD range set to 500 (from 400).
Cull range set to 500 (from 400). Culls will be used as PD if no other target in range.

## Warlust
OP set to 15 (from 16)
Refit time set to 16 (from 20)
Magicbox Missile Rack max ammo set to 8 (from 5). Ammo reload speed set to 0.5 per second (from 0.15 per second).

## Zephyr
OP set to 23 (from 20)
Refit time set to 25 (from 20)
Hull set to 1200 (from 1500)
Armor set to 100 (from 175)
Flux capacity set to 1200 (from 750)
Flux dissipation set to 300 (from 200)
Now has Integrated Point Defense AI

Now has an omni shield (from no shield)
Shield arc set to 240
Shield flux/s set to 150
Shield efficiency set to 1.0

Aether Splitter system duration increased to 2.5 (from 1.25)
Chestbeam set to 1500 dps (from 1000), damage per shot (not sure this matters) set to 300 (from 200)

Burchel set to 600 range (from 400), ammo max set to 12 (from 6), ammo regen set to 1 per second (from 0.75 per second), ammo reload size set to 1 (from 2), deals 25% increased damage to fighters and missiles

# Hullmods

## Dampened Mount
Modular and can be installed on Diable Avionics ships now. If installed on a ship that doesn't have it built-in, the firerate of the ship is reduced and the weapons also take more damage.

Either version of the hullmod can be s-modded to reduce the OP cost of Diable Avionics weapons while increasing the DP of the ship. If the s-modded version is modular, it also negates the firerate penalty.

## Advanced Avionics (built-in)
Diable Avionics ships are designed with advanced fire control systems. These systems finely tune the reactor output towards overpowering the weapons, increasing their damage and flux cost by 30%.
[close]


Bug Tracker and Feedback form
You have some feedback to share but no forum account? You can use this form to leave me a comment.

Credits:
FlashFrozen for the original mod and most designs.
Tartiflette for the artworks, scripting and post 0.7 implementation.
Debido for the Thunderbolt scripts.

You like the mod? Consider subscribing to Tartiflette's patreon

« Last Edit: March 08, 2024, 07:47:26 AM by Alex »
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IGdood

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Re: [0.97a] Diable Avionics v2.8.1
« Reply #1 on: March 04, 2024, 08:02:41 AM »

Hello, getting an error with diable avionics that results in a bricked save when it occurs.  Seems to be hullmod related.  Using DA 2.8.3

687410 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Problem loading class [data.hullmods.DiableAvionicsUpgrade]
java.lang.RuntimeException: Problem loading class [data.hullmods.DiableAvionicsUpgrade]
   at com.fs.starfarer.loading.scripts.ScriptStore.Object(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.loading.specs.P.getFleetEffect(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.loading.SpecStore.Ô00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.fleet.FleetData.getMembers(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.fleet.CampaignFleet.getMembers(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.fleet.CampaignFleet.getFlagship(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.fleet.CampaignFleet.getFlagship(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation.matchCommanderToAIC ore(OrbitalStation.java:549) ~[starfarer.api.jar:?]
   at com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation.unapply(OrbitalStation.java:97) ~[starfarer.api.jar:?]
   at com.fs.starfarer.campaign.econ.Market.reapplyIndustries(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.econPostSaveRestore(CoreLifecyclePluginImpl.java:1219) ~[starfarer.api.jar:?]
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.title.TitleScreenState.menuItemSelected(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.title.Object.actionPerformed(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.int.Ò00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.int.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.W.o00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
   at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
Caused by: java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.ui.o000.remove(com.fs.starfarer.ui.b)" because "this.ÒõO000" is null
   at com.fs.starfarer.ui.O.show(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.impl.for.show(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.CampaignState.showMessageDialog(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.CampaignState.cmdSave(Unknown Source) ~[port_obf.jar:?]
   at data.hullmods.DiableAvionicsUpgrade.<init>(DiableAvionicsUpgrade.java:152) ~[?:?]
   at java.base/jdk.internal.reflect.DirectConstructorHandleAccessor.newInstance(DirectConstructorHandleAccessor.java:62) ~[?:?]
   at java.base/java.lang.reflect.Constructor.newInstanceWithCaller(Constructor.java:502) ~[?:?]
   at java.base/java.lang.reflect.ReflectAccess.newInstance(ReflectAccess.java:132) ~[?:?]
   at java.base/jdk.internal.reflect.ReflectionFactory.newInstance(ReflectionFactory.java:259) ~[?:?]
   at java.base/java.lang.Class.newInstance(Class.java:804) ~[?:?]
Logged

presidentmattdamon

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Re: [0.97a] Diable Avionics v2.8.1
« Reply #2 on: March 04, 2024, 08:04:18 AM »

Hello, getting an error with diable avionics that results in a bricked save when it occurs.  Seems to be hullmod related.  Using DA 2.8.3

687410 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Problem loading class [data.hullmods.DiableAvionicsUpgrade]
java.lang.RuntimeException: Problem loading class [data.hullmods.DiableAvionicsUpgrade]
   at com.fs.starfarer.loading.scripts.ScriptStore.Object(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.loading.specs.P.getFleetEffect(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.loading.SpecStore.Ô00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.fleet.FleetData.getMembers(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.fleet.CampaignFleet.getMembers(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.fleet.CampaignFleet.getFlagship(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.fleet.CampaignFleet.getFlagship(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation.matchCommanderToAIC ore(OrbitalStation.java:549) ~[starfarer.api.jar:?]
   at com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation.unapply(OrbitalStation.java:97) ~[starfarer.api.jar:?]
   at com.fs.starfarer.campaign.econ.Market.reapplyIndustries(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.econPostSaveRestore(CoreLifecyclePluginImpl.java:1219) ~[starfarer.api.jar:?]
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.title.TitleScreenState.menuItemSelected(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.title.Object.actionPerformed(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.int.Ò00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.int.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.W.o00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
   at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
Caused by: java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.ui.o000.remove(com.fs.starfarer.ui.b)" because "this.ÒõO000" is null
   at com.fs.starfarer.ui.O.show(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.impl.for.show(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.CampaignState.showMessageDialog(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.CampaignState.cmdSave(Unknown Source) ~[port_obf.jar:?]
   at data.hullmods.DiableAvionicsUpgrade.<init>(DiableAvionicsUpgrade.java:152) ~[?:?]
   at java.base/jdk.internal.reflect.DirectConstructorHandleAccessor.newInstance(DirectConstructorHandleAccessor.java:62) ~[?:?]
   at java.base/java.lang.reflect.Constructor.newInstanceWithCaller(Constructor.java:502) ~[?:?]
   at java.base/java.lang.reflect.ReflectAccess.newInstance(ReflectAccess.java:132) ~[?:?]
   at java.base/jdk.internal.reflect.ReflectionFactory.newInstance(ReflectionFactory.java:259) ~[?:?]
   at java.base/java.lang.Class.newInstance(Class.java:804) ~[?:?]

i need your whole log
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IGdood

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Re: [0.97a] Diable Avionics v2.8.1
« Reply #3 on: March 04, 2024, 08:19:55 AM »

i need your whole log

Okay I'll have to play around again to reproduce the error, sorry
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RAMEN_NOODLES

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Re: [0.97a] Diable Avionics v2.8.3
« Reply #4 on: March 06, 2024, 03:44:30 PM »

I've been getting the same error too. It happens after you spend about 30 minutes to an hour on any save. Once you exit the game and try to re-load the save, it bricks. This happens 100% of the time so far.
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Tokanova

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Re: [0.97a] Diable Avionics v2.8.3
« Reply #5 on: March 07, 2024, 04:57:40 PM »

Hi there, why did you add malicious code specifically targeting another mod?
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SolariumOnTheMoon

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Re: [0.97a] Diable Avionics v2.8.3
« Reply #6 on: March 07, 2024, 06:23:57 PM »

Hi there, why did you add malicious code specifically targeting another mod?

That's a heavy claim. Please elaborate.
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Nick9

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Re: [0.97a] Diable Avionics v2.8.3
« Reply #7 on: March 07, 2024, 06:47:22 PM »

Hi there, why did you add malicious code specifically targeting another mod?

That's a heavy claim. Please elaborate.

It's related to latest dRaMa about bs nsfw mod when everyone went nutz, especially moralists as Matt. So he injected a crashcode (more like goodbye-your-save code) into his mod that works if you have removed from forum TNP or it's evil fork installed. And related to latest backpedaling:



Change itself that conveniently highlights the funny https://github.com/scardwell15/diable-avionics/commit/d724d7e0499d578fdf5147e923cb4da345068541
« Last Edit: March 07, 2024, 07:07:00 PM by Nick9 »
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Snx

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Re: [0.97a] Diable Avionics v2.8.3
« Reply #8 on: March 07, 2024, 07:13:14 PM »

Mods that have malicious code in them should be removed from the official forums.
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presidentmattdamon

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Re: [0.97a] Diable Avionics v2.8.3
« Reply #9 on: March 07, 2024, 07:13:35 PM »

Hi there, why did you add malicious code specifically targeting another mod?

That's a heavy claim. Please elaborate.

It's related to latest dRaMa about bs nsfw mod when everyone went nutz, especially moralists as Matt. So he injected a crashcode (more like goodbye-your-save code) into his mod that works if you have removed from forum TNP or it's evil fork installed. And related to latest backpedaling:



Change itself that conveniently highlights the funny https://github.com/scardwell15/diable-avionics/commit/d724d7e0499d578fdf5147e923cb4da345068541

the save-bricking didn't affect TNP, only RS. the version of the source available on Github only crashed the game, which actually wasn't intentional. it wouldn't have  targeted TNP anyway, because it required an Important Person to have the memory key that marks them as a prisoner, which doesn't happen in TNP because it specifically blocks them.
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presidentmattdamon

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Re: [0.97a] Diable Avionics v2.8.3
« Reply #10 on: March 07, 2024, 07:15:09 PM »

Hi there, why did you add malicious code specifically targeting another mod?

the amount of times i had to ask people for logs and they didn't send them specifically because they either disabled a mod before sending them or just never responded because they knew the logs would out them, is hilarious.

the code is removed. enjoy the mod
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Laf

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Re: [0.97a] Diable Avionics v2.8.4
« Reply #11 on: March 07, 2024, 07:19:16 PM »

bro
people have real life you know?
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Snx

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Re: [0.97a] Diable Avionics v2.8.3
« Reply #12 on: March 07, 2024, 07:21:06 PM »

Hi there, why did you add malicious code specifically targeting another mod?

the amount of times i had to ask people for logs and they didn't send them specifically because they either disabled a mod before sending them or just never responded because they knew the logs would out them, is hilarious.

the code is removed. enjoy the mod

I'm sure it's really funny to add malware to your code and only remove it when it gets discovered. It really makes you wonder just what other malware you have in your other mods
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IntoCombat

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Re: [0.97a] Diable Avionics v2.8.4
« Reply #13 on: March 07, 2024, 07:22:43 PM »

i just find it really pointless to try and make crashcode to target mods you don't like
people that are going to use mods that they think might be targeted by crashcode will look out for them and either remove them or just not use the mod with crashcode in the first place
and trying to brick saves is also kind of pointless because anyone above 70 IQ keeps backups when updating or changing mods

it's not going to achieve the desired effect of making people not want to use the targeted mod; if they're determined enough to use it in spite of certain mods having crashcode then they're going to use it anyways even if it means spending a minute unchecking the crashcode-containing mod in their launcher's mod list

really, the only winning move is not to play. there are no laws or bribes forcing you to give people attention if you don't like what they're doing, especially if all that is is just making a mod that you don't like for a game you don't legally own

i was hoping the starsector modding community as a whole would learn from the whole HTE/NGO crashcode *** but i guess not seeing as that was memoryholed
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CrimsonLightning

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Re: [0.97a] Diable Avionics v2.8.4
« Reply #14 on: March 07, 2024, 07:41:18 PM »

So let me get this straight, prez.

You added, not even just crashcode, but save-breaking code even, to a mod made by TARTIFLETTE, who lets others update it as his gift to the community. You made his goodwill into a tool for your personal agenda.

The moment you were discovered, you immediately backtracked and removed the code, because you know that was wrong. Or is that just you trying to memoryhole this?

And YET, you still have the gall to act like you've done nothing wrong, like a petulant child. You sit in your tower, coping away, surrounded by yes-men.

I had hopes for TNP2 you know. I was the first to wish you luck in that post. I'm so disappointed in you.
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